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id="article-container"><p>这篇文章我们将继续完善箱子功能。但在此之前，我们需要在 Collidable 类和 Chest 类中增加一层 Collectible 类（原先是 Chest 类继承了 Collidable 类；现在是 Chest 类继承 Collectible 类，Collectible 类继承 Collidable 类）。因为之后会有一些物体是碰撞之后，被玩家捡起来的。</p>
<p>添加这层继承关系是因为，假如之后我们有武器了，当武器挥动的时候，应该是碰撞（Collidable）处理而非获取（Collectible）处理。而箱子则是获取（Collectable）处理。</p>
<p>所以，修改之后代码如下：</p>
<p>Chest.cs</p>
<figure class="highlight c#"><table><tr><td class="code"><pre><span class="line"><span class="keyword">using</span> System.Collections;</span><br><span class="line"><span class="keyword">using</span> System.Collections.Generic;</span><br><span class="line"><span class="keyword">using</span> UnityEngine;</span><br><span class="line"></span><br><span class="line"><span class="keyword">public</span> <span class="keyword">class</span> <span class="title">Chest</span> : <span class="title">Collectable</span></span><br><span class="line">&#123;</span><br><span class="line">    <span class="function"><span class="keyword">protected</span> <span class="keyword">override</span> <span class="keyword">void</span> <span class="title">OnCollide</span>(<span class="params">Collider2D collider</span>)</span></span><br><span class="line">    &#123;</span><br><span class="line">        Debug.Log(collider.name + <span class="string">&quot;This is called from Chest.cs&quot;</span>);</span><br><span class="line">    &#125;</span><br><span class="line">&#125;</span><br></pre></td></tr></table></figure>
<p>Collectable.cs</p>
<figure class="highlight c#"><table><tr><td class="code"><pre><span class="line"><span class="keyword">using</span> System.Collections;</span><br><span class="line"><span class="keyword">using</span> System.Collections.Generic;</span><br><span class="line"><span class="keyword">using</span> UnityEngine;</span><br><span class="line"></span><br><span class="line"><span class="keyword">public</span> <span class="keyword">class</span> <span class="title">Collectable</span> : <span class="title">Collidable</span></span><br><span class="line">&#123;</span><br><span class="line"></span><br><span class="line">&#125;</span><br></pre></td></tr></table></figure>
<h2 id="Collectable-类"><a href="#Collectable-类" class="headerlink" title="Collectable 类"></a>Collectable 类</h2><p>接下来，我们要修改 Collectable.cs 的代码。因为是继承了 Collidible 类，所以我们覆盖重写 OnCollide 函数。它需要判断碰撞对象是否为玩家，如果是的话，则将 collected 设置为 true。</p>
<p>这里的 collected 的修饰符是 protected。该修饰符只能允许自己和自己的子类访问，别人是无法访问的。</p>
<p>所以现在知道的概念是：当这个物品被玩家触碰之后，它可以被拾取。至于怎么样被拾取（拾取之后获得什么，或者该物件有什么外观上的变化），则通过继承该类的子类进行定义。</p>
<figure class="highlight c#"><table><tr><td class="code"><pre><span class="line"><span class="keyword">using</span> System.Collections;</span><br><span class="line"><span class="keyword">using</span> System.Collections.Generic;</span><br><span class="line"><span class="keyword">using</span> UnityEngine;</span><br><span class="line"></span><br><span class="line"><span class="keyword">public</span> <span class="keyword">class</span> <span class="title">Collectable</span> : <span class="title">Collidable</span></span><br><span class="line">&#123;</span><br><span class="line">    <span class="keyword">protected</span> <span class="built_in">bool</span> collected; <span class="comment">// protected 修饰符只能让自己和儿子访问</span></span><br><span class="line"></span><br><span class="line">    <span class="function"><span class="keyword">protected</span> <span class="keyword">override</span> <span class="keyword">void</span> <span class="title">OnCollide</span>(<span class="params">Collider2D collider</span>)</span></span><br><span class="line">    &#123;</span><br><span class="line">        <span class="comment">// 当触碰的对象是玩家</span></span><br><span class="line">        <span class="keyword">if</span>(collider.name == <span class="string">&quot;Player&quot;</span>)</span><br><span class="line">        &#123;</span><br><span class="line">            OnCollect();</span><br><span class="line">        &#125;</span><br><span class="line">    &#125;</span><br><span class="line"></span><br><span class="line">    <span class="function"><span class="keyword">protected</span> <span class="keyword">virtual</span> <span class="keyword">void</span> <span class="title">OnCollect</span>()</span></span><br><span class="line">    &#123;</span><br><span class="line">        collected = <span class="literal">true</span>;</span><br><span class="line">    &#125;</span><br><span class="line">&#125;</span><br></pre></td></tr></table></figure>
<p>上面的代码，我们通过判断碰撞对象的名字是否为 Player 来检测对方是否为玩家，所以回到我们的 Unity，在 Hierarchy 面板中选中 player_0 然后将其重命名为 Player。</p>
<h2 id="Chest-类"><a href="#Chest-类" class="headerlink" title="Chest 类"></a>Chest 类</h2><p>所以现在我们知道，Chest 类继承了 Collectable 类，用人话来说，就是他是能够被拾取的。所以原先我们覆盖重写的是 OnCollide 函数，现在将其删掉，替换为 OnCollect 函数。意味着<strong>当被捡起来时</strong>该干嘛干嘛。</p>
<p>这次重写 OnCollect 函数，我们保留了 base.OnCollect() 函数的调用。这是因为父类（Collectable 类）里这个函数将 collected（判断是否被捡起来的布尔值）设置为 true。当然，如果你觉得代码可读性降低了的话，你也可以删除 base.OnCollect() 函数，然后替换为 collected = true 语句。</p>
<p>在这里的 OnCollect 函数，首先我们要判断这件物品是否没被获取过，如果没被获取过，则才可以被获取。那么对于箱子，我们原本的图片箱子是装满了金币的，当玩家触碰之后，金币将会被获取，而箱子变为空的。</p>
<p>所以我们声明一个 Sprite 对象，这个对象用于保存空箱子的图片。然后再声明一个 int 数值，记录宝箱中拥有的金币数量。这两个变量的修饰符都是 public，所以你可以再 Inspector 面板中直接进行修改。</p>
<p>在 OnCollect 函数里，我们获取 SpriteRenderer 组件（你打开 Inspector 面板就会看到其实图片就是被这个组件渲染上去的），然后将它的 sprite 属性改为上面定义的 Sprite 对象。</p>
<p>我们再用 Debug.Log 函数暂时输出“玩家获取了多少金币”这个信息。</p>
<figure class="highlight c#"><table><tr><td class="code"><pre><span class="line"><span class="keyword">using</span> System.Collections;</span><br><span class="line"><span class="keyword">using</span> System.Collections.Generic;</span><br><span class="line"><span class="keyword">using</span> UnityEngine;</span><br><span class="line"></span><br><span class="line"><span class="keyword">public</span> <span class="keyword">class</span> <span class="title">Chest</span> : <span class="title">Collectable</span></span><br><span class="line">&#123;</span><br><span class="line">    <span class="keyword">public</span> Sprite emptyChest; <span class="comment">// 空箱子的图片</span></span><br><span class="line">    <span class="keyword">public</span> <span class="built_in">int</span> goldAmount = <span class="number">10</span>; <span class="comment">// 箱子里拥有的金币</span></span><br><span class="line"></span><br><span class="line">    <span class="function"><span class="keyword">protected</span> <span class="keyword">override</span> <span class="keyword">void</span> <span class="title">OnCollect</span>()</span></span><br><span class="line">    &#123;</span><br><span class="line">        <span class="keyword">if</span> (!collected) <span class="comment">// 当还未被拾取</span></span><br><span class="line">        &#123;</span><br><span class="line">            collected = <span class="literal">true</span>;</span><br><span class="line">            GetComponent&lt;SpriteRenderer&gt;().sprite = emptyChest;</span><br><span class="line">            Debug.Log(<span class="string">&quot;获得了&quot;</span> + goldAmount + <span class="string">&quot;金币！&quot;</span>);</span><br><span class="line">        &#125;</span><br><span class="line">    &#125;</span><br><span class="line">&#125;</span><br></pre></td></tr></table></figure>
<p>回到 Unity 界面，我们从 Artwork 文件夹中的 Atlas 图集里找到 chest_1 图片（这是我们之前裁剪好的空箱子），在 Hierarchy 面板中选中 chest_0，然后把 chest_1 图片长按拖曳到 Inspector 面板中的 Empty Chest 栏里。或者点击 Inspector 面板中，Empty Chest 右侧的小圆圈，可以直接选择所需的图片。</p>
<p>所以按照上面的代码逻辑，当玩家碰撞到这个箱子，则会触发，图片将会替换为 emptyChest 我们赋值的图片，然后显示信息“获得了xx金币！”。</p>
<p><img src="/uploads/20210814%20Chest%20Obtain.png"/></p>
<p>我们可以将 chest_0 命名为 Chest（规范命名），然后将其从 Hierarchy 面板中直接拖曳到 Project 面板中的 Prefabs 文件夹里。这样我们就能直接从 Prefabs 文件夹拖曳出来到游戏场景，从而生成多个箱子。Prefab 就是预制件，也就是已经提前设定好的游戏物件。</p>
<p>当然，拖出来的每个箱子也能有自己所拥有的金币。</p>
<p><img src="/uploads/20210814%20Multiple%20Chests.png"/></p>
<p>那么本章就学到这里。今天就学会了怎么和地图上的物件进行交互。</p>
</article><div class="post-copyright"><div class="post-copyright__author"><span class="post-copyright-meta"><i class="fas fa-circle-user fa-fw"></i>文章作者: </span><span class="post-copyright-info"><a href="https://kingsmai.github.io">小麦 Andrew Xiaomai</a></span></div><div class="post-copyright__type"><span class="post-copyright-meta"><i class="fas fa-square-arrow-up-right fa-fw"></i>文章链接: </span><span class="post-copyright-info"><a href="https://kingsmai.github.io/2021/08/14/RPG-%E6%B8%B8%E6%88%8F%E5%BC%80%E5%8F%91%EF%BC%8812%EF%BC%89%E8%A7%A6%E7%A2%B0%E7%AE%B1%E5%AD%90%E8%8E%B7%E5%8F%96%E9%87%91%E5%B8%81/">https://kingsmai.github.io/2021/08/14/RPG-游戏开发（12）触碰箱子获取金币/</a></span></div><div class="post-copyright__notice"><span class="post-copyright-meta"><i class="fas fa-circle-exclamation fa-fw"></i>版权声明: </span><span class="post-copyright-info">本博客所有文章除特别声明外，均采用 <a href="https://creativecommons.org/licenses/by-nc-sa/4.0/" rel="external nofollow noreferrer" target="_blank">CC BY-NC-SA 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